Invoker

Contents

Whether by an innate affinity for wild magic, a mystical gift by some greater force, or by having a powerful strength of will, invokers find the spirits of the natural world drawn to them. In time, they invariably form a covenant with one of these spirits, one who resonates with the invoker’s soul and ideals. The two form an inseparable pair whose very essence is intertwined, becoming greater than the sum of their individual strengths so that they may protect themselves and that which they hold dear. As they grow in mutual understanding and power, they draw further spirits to their cause, channeling the strength of the countless voices of the wilds to take on any threat.

Role: Invokers are as diverse as the spirits they bond with, but they generally serve as mystical warriors while their spirit companions provide aid from afar. Their ability to bond to different spirits allows them to adapt as needed to face down any challenges that would threaten their homes.

Alignment: Any

Hit Die: d10

Starting Age: Self-taught

Starting Wealth: 4d6 × 10 gp (average 140 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The invoker’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Points Per Level: 4 + Int modifier.

Table: Invoker
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Spirit Companion, Spirit Energy, Spirit
2nd +2 +3 +3 +0 Invoke (Lesser)
3rd +3 +3 +3 +1 Bonus Feat, Spirit
4th +4 +4 +4 +1 Mystic Bond
5th +5 +4 +4 +1 Dual Invocation (Lesser), Invoke (Intermediate)
6th +6/+1 +5 +5 +2 Spiritual Emissary, Spirit
7th +7/+2 +5 +5 +2 Avatar 1/day
8th +8/+3 +6 +6 +2 Dual Invocation (Intermediate)
9th +9/+4 +6 +6 +3 Bonus Feat, Spirit
10th +10/+5 +7 +7 +3 Answer the Call
11th +11/+6/+1 +7 +7 +3 Invoke (Greater)
12th +12/+7/+2 +8 +8 +4 Quickened Invocation, Spirit
13th +13/+8/+3 +8 +8 +4 Avatar 2/day
14th +14/+9/+4 +9 +9 +4 Dual Invocation (Greater)
15th +15/+10/+5 +9 +9 +5 Bonus Feat, Spirit
16th +16/+11/+6/+1 +10 +10 +5 Mental Bond
17th +17/+12/+7/+2 +10 +10 +5 Invoke (Grand)
18th +18/+13/+8/+3 +11 +11 +6 Spirit
19th +19/+14/+9/+4 +11 +11 +6 Avatar 3/day
20th +20/+15/+10/+5 +12 +12 +6 Dual Invocation (Grand), One of Many

Class Features

All of the following are class features of the invoker.

Weapon and Armor Proficiency

Invokers are proficient with all simple and martial weapons, and with light armor, medium armor, and shields (except tower shields).

Spirit Companion: Out of the multitude of spirits that the invoker contacts, he will eventually find a particularly strong spirit with whom he will form a lifelong bond. The invoker begins play with this spirit companion already by his side. Spirit companions come in innumerable forms, but are grouped together by the two aspects of their nature: their dominion, and their oath. The dominion represents what realm of nature the spirit hails from, such as Beasts or the Sky. The oath describes the spirit’s relationship with its dominion: for example, a Guardian devotes itself to the protection of the dominion, whereas a Harbinger brings forth its wrath upon foes. The dominion and oath of the invoker’s spirit companion must be chosen at 1st level and cannot be changed. The abilities granted to the spirit companion from the chosen dominion and oath are listed in their respective sections at the end of the class description. The spirit companion has the same alignment as the invoker and can speak and understand all of his languages. No two spirit companions are identical in appearance and are clearly mystical in origin, possessing traits that are indicative of their dominions and oaths. Most are humanoid or animalistic in shape, though more exotic forms are known. The form of a spirit companion has no impact on its abilities or statistics.

A spirit companion’s Hit Dice, saving throws, skills, feats, and abilities are tied to the invoker’s class level and increase as the invoker gains levels. If a spirit companion is ever slain, the invoker may spend 24 uninterrupted hours of meditation while in an environment relevant to the spirit’s dominion (for example, near a river or body of water for a Sea spirit) to draw forth the power of his dead companion and reform it, bringing the spirit companion back to life with full hit points.

Spirit Energy (Su)

At 1st level, the invoker gains a pool of spiritual energy that he uses to channel the powers of his spirits. This pool has a number of points equal to 1/2 the invoker’s level + his Charisma modifier (minimum 1), and refills at the start of the day after 8 hours of rest. The invoker can spend points from the spirit energy pool to use the spirit powers of any spirit he has bound to him (see below), plus a select few other class features. If he does not have the required number of spirit points to activate a given spirit power or class feature, it cannot be used.

Spirit (Su)

At 1st level, an invoker is able to contact minor spirits from the wilds. While not as strong as his companion, these spirits each bestow new powers upon the invoker and his companion to aid them in their cause. The invoker selects two spirits to bond with at 1st level and gains an additional spirit at 3rd level and every three levels thereafter to a total of eight spirits at 18th level.

Like the invoker’s companion, each of these spirits has both a dominion and oath describing its nature. While the invoker can select spirits from any dominion or oath, one of the two spirits gained at 1st level must exactly match the dominion and oath of the invoker’s companion. For example, if the invoker’s companion is an Acolyte of Beasts, the invoker must select Predator Silently Hunts its Prey as one of his starting spirits.

Each spirit taken has a listed spirit power, which is a special ability granted to the invoker for bonding with the spirit. The invoker knows the spirit powers of all spirits he has bonded with. Using a spirit power requires the invoker to spend one or more points of spirit energy; if he lacks the required spirit energy, he cannot use that spirit power. Spirit powers are typically spell-like or supernatural abilities and require a standard action to use unless otherwise noted. If a spirit power calls for a saving throw, the DC is equal to 10 + 1/2 the invoker’s level + his Charisma modifier.

Additionally, each spirit has a list of spells of 1st through 4th level. When an invoker bonds with a spirit, he immediately adds all of that spirit’s spells to the invoker spell list, if they weren’t already on it. His spirit companion does not automatically gain them as spells known and must learn them as normal.

Other abilities granted by spirits–namely, invocation powers–are only granted once the spirit has been invoked (see below). The full list of spirits and their abilities is listed after the class description.

Invoke (Su)

At 2nd level, the invoker learns his signature ability: the power to invoke spirits. By doing so, the invoker can channel even greater power from those spirits to gain primal strength, debilitating magics, or supernatural resilience. At the beginning of the day when the invoker regains his spirit energy, he may choose to invoke a spirit he has bonded to. Doing so takes 1 hour, and he may only invoke a spirit if that spirit’s dominion or oath (or both) match the dominion and/or oath of his spirit companion. For example, if the spirit companion is a Harbinger of the Sky, the invoker could invoke any Harbinger spirit or any Sky spirit. An invoked spirit remains so until the invoker chooses to invoke again, and he may only have one spirit invoked at a time. So long as that spirit is invoked, the invoker gains that spirit’s lesser invocation ability. As the invoker increases in level, he progressively gains stronger invocation abilities, as shown on Table: Invoker as follows: lesser (2nd), intermediate (5th), greater (11th), and grand (17th). The DC of any saving throws called for in an invocation ability is equal to 10 + 1/2 the invoker’s level + his Charisma modifier.

Bonus Feat: At 3rd level, and every six levels thereafter, the invoker receives a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. He must meet the prerequisites of these feats as normal.

Mystic Bond (Su)

At 4th level, the bond between invoker and spirit companion extends to their physical being. Whenever his companion takes enough damage to reduce it to 0 hit points or lower, as a reaction to the damage, the invoker can sacrifice any number of his hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the companion. In addition, the spirit companion can cast supportive magic on the invoker from a distance. The spirit companion can cast any spell with a range of “personal” or “touch”, or a spell with a target of “You”, upon the invoker from a range of close (25 ft. + 5 ft./2 levels). Doing so requires the companion to spend a full-round action to cast the spell; if the casting time is already longer than a full-round action, use the spell’s normal casting time, instead. The spell must be able to target a creature and be appropriate for the invoker’s type.

Dual Invocation (Su)

Starting at 5th level, the invoker learns the power to invoke two spirits at once. This follows the same restrictions as his first invocation, but the levels he gains the secondary spirit’s invocation bonuses are delayed, listed on Table: Invoker as follows: lesser (5th), intermediate (8th), greater (14th), and grand (20th). The invoker has to invoke two separate spirits, and must designate which of the two spirits is the primary spirit and which is the secondary (and thus determining when he gets that spirit’s invocation abilities) at the time of him invoking, and cannot change the chosen order until he invokes again.

Spiritual Emissary (Su)

Beginning at 6th level, the invoker is able to invoke multiple times throughout the day. Doing so requires spending 1 point of spirit energy for each spirit he is invoking and takes 1 hour of uninterrupted concentration: the first invocation he performs at the start of the day does not require spending spirit energy, as normal. If he is interrupted, the spirit energy is wasted and he must try again. At the end of the hour, the invoker can exchange the selected spirit(s) with a different one of his spirits following the normal guidelines, gaining the newly-invoked spirit’s abilities while losing the old ones.

Avatar (Su)

At 7th level, the invoker and his spirit companion gain the ability to merge their forms together, achieving strength greater than the two could alone. As a full-round action, the invoker can touch his spirit companion and draw it into himself; this also merges the spirit companion’s gear (if any), similar to a polymorph effect. While merged, the spirit companion cannot be targeted or harmed, and any effects and spells upon the spirit companion are suspended until the companion separates from the invoker.

For the duration of the avatar, the spirit companion can cast spells through the invoker using the invoker’s actions, though it still uses its own statistics to do so (such as spell save DCs or concentration checks). As a free action once per round on the invoker’s turn, the invoker can sacrifice any number of the companion’s spell slots. Upon doing so, he regains points in his spirit energy pool equal to half the total level of spells sacrificed, rounded up. Any points in excess of the invoker’s spirit energy maximum are lost.

The invoker and spirit companion can communicate mentally with each other while merged, and the spirit companion can use the invoker’s senses to help guide him. When the invoker speaks, his voice is both his own and that of his companion speaking in unison. While the above effects are shared among all invokers, the true potential of the avatar ability is based upon the spirit companion’s dominion and oath. Both the oath and dominion of the companion grant additional effects to the avatar form, as listed in their entries. The invoker also takes on traits that signify the dominion and oath, such as fiery hair, grass and flowers growing around his every step, flesh that looks like quartz, or some other exotic, magical effect related to his spirit companion. These traits manifest differently for each invoker, but are always harmless and have little gameplay effect.

Avatar lasts for a number of minutes equal to the invoker’s Charisma modifier (minimum 1), until the invoker ends it early (a swift action), or until the invoker is slain, whichever happens first, at which point the spirit companion emerges in the nearest open space. If the invoker is killed, his spirit companion is ejected at 0 hit points and staggered. The invoker can use his avatar once per day, plus an additional time per day at 13th and 19th levels.

Answer the Call (Su)

At 10th level, an invoker can use his spiritual energy to bring a slain spirit companion back to life. This functions as raise dead, but it may only be used to target his spirit companion or the companion of another invoker. Using this power takes 10 minutes, removes all remaining points from his spirit energy pool, and can only be done once per week.

At 16th level, this ability functions as resurrection instead, but otherwise acts as described above.

Quickened Invocation (Su)

Beginning at 12th level, the invoker can commune with spirits more rapidly. It now only takes him 10 minutes to invoke, whether that be his free invocation at the start of the day or an additional invocation performed through the Spiritual Emissary class feature. The invoker can spend 2 spirit energy points to replace one of his currently invoked spirits with a different spirit as a swift action. He can also use this to swap which of his two invoked spirits are the primary spirit and which is the secondary spirit. He may do this any number of times per day, but no more than once per minute.

Mental Bond (Su)

At 16th level, the invoker and his spirit companion may communicate telepathically as long as they remain within range of the spirit companion’s link (see the spirit companion rules after the class description).

One of Many (Su)

At 20th level, the invoker is accepted among the spirits of the wild and can call upon them as needed. The invoker can use the spirit power of any spirit, not just the ones he has selected. Using a power for a spirit he does not already have costs twice the amount of spirit energy required. Additionally, when the invoker uses Quickened Invocation to replace his invoked spirits he can replace both of his spirits with the same action. It costs him 2 spirit energy per spirit he replaces, rather than 4. He can use Quickened Invocation as frequently as he wants without needing to wait for one minute between uses.

Spirit Companions

A spirit companion’s abilities are determined by the invoker’s level and by the combination of its oath and dominion. The base statistics are outlined in Table: Spirit Companions. Spirit companions are treated as fey for determining what spells affect them.

  • Class Level: This is the character’s invoker level.
  • HD: This is the total number of six-sided (d6) Hit Dice the companion possesses, each of which is modified by the companion’s Constitution, as normal.
  • BAB: This is the spirit companion’s base attack bonus. A spirit companion’s base attack bonus is equal to half its Hit Dice. Fort/Ref/Will: These are the spirit companion’s base saving throw bonuses. As a fey, the companion has good Reflex and Will saves.
  • Skills: This lists the spirit companion’s total skill ranks. A companion can assign skill ranks to any skill. The values shown in Table: Spirit Companion are the base value, assuming the companion has an Intelligence score of 10. Companions with Intelligence scores above the base value modify these totals as normal (a spirit companion receives a number of skill ranks equal to 6 + its Intelligence modifier per HD). A companion cannot have more ranks in a skill than it has Hit Dice.
  • Feats: This is the total number of feats possessed by a spirit companion. Companions can select any feat that they qualify for.
  • Natural Armor Bonus: The number noted here is the spirit companion’s natural armor bonus. The spirit cannot wear any armor, as it interferes with the invoker’s link with the companion.
  • Dex/Wis Bonus: Add this bonus to the spirit companion’s Dexterity and Wisdom scores.
  • Special: This includes a number of abilities gained by all spirit companions as they increase in power. Each of these bonuses is described below.

Link (Su)

As part of the covenant formed between invoker and spirit, the spirit companion binds its life force to the invoker.

If the companion is ever more than 100 feet away from the invoker, it is sickened (no save) and must make a concentration check to cast any spell or lose it. The DC of this check is equal to 20 + the spell’s level. If the spirit is ever more than 1000 feet away from the invoker or if the invoker is killed, the spirit becomes nauseated and no longer heals naturally from resting. For every 24 hours that pass while the invoker is dead or the spirit is outside of the link’s range, its takes 1d4 points of Constitution damage. The sicken, nausea, and Constitution-damaging effects caused by exceeding the link’s range bypass any immunity to those effects that may be possessed by the companion.

Low-Light Vision (Ex)

The spirit companion can see twice as far as humans in conditions of dim light.

Spellcasting: A spirit companion can cast a small number of divine spells drawn from the invoker spell list. To learn or cast a spell, a spirit must have a Wisdom score equal to at least 10 + the spell’s level. It can cast any spell it knows without preparing it ahead of time. The saving throw DC against a spirit’s spell is equal to 10 + the spell level + the spirit’s Wisdom modifier.

The strength of a companion’s magic is directly tied to the strength of the invoker. The spirit’s caster level for casting invoker spells is equal to the invoker’s class level, rather than its Hit Dice. It otherwise uses its own feats and statistics for determining the effectiveness of invoker spells it casts.

A spirit can cast only a certain number of spells of each level per day. Its base daily spell allotment is given on Table: Spirit Companions. In addition, it receives bonus spells per day if it has a high Wisdom score (see Ability Scores).

The spirit’s selection of spells is limited. At 1st level, a spirit knows two 0-level spells of its choice. At each new level, the spirit learns one or more new spells, as indicated on Table: Companion Spells Known. Unlike its spells per day, the number of spells a spirit knows is not affected by its Wisdom score; the numbers on the table are fixed. At 5th level and every 3 levels thereafter, a spirit can learn a single new spell in place of one it already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must choose whether to swap the spell at the same time it gains new spells known for the level.

Orisons: Spirit companions learn a number of orisons, or 0-level spells, as noted on Table: Companion Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spirit Blast (Sp)

A spirit companion is able to unleash a concentrated bolt of natural energies to fight against those that would do it harm.

As a standard action, the spirit can fire a spirit blast at a single target within close range (25 ft. + 5 ft./2 levels, using the spirit’s caster level) as a ranged touch attack. On a hit, the blast deals damage equal to 1d6 per two Hit Dice possessed by the spirit + the spirit’s Wisdom modifier. The type of damage the blast deals is based on the spirit’s dominion, and damage caused by a spirit blast is always considered magical for the purpose of overcoming damage reduction.

The spirit blast counts as a weapon for the purpose of feats such as Weapon Focus, though it cannot be used with feats that cannot be applied to touch attacks (such as Deadly Aim) nor can the spirit use a spirit blast in conjunction with Vital Strike feats. The companion is never considered to be wielding the blast and does not threaten with it. As a spell-like ability, spell resistance applies against the spirit blast.

Table: Spirit Companions
Class Level HD BAB Fort Ref Will Skills Feats Natural Armor Bonus Dex/Wis Bonus Special —Spells per Day—
1st 2nd 3rd 4th
1st 2 +1 +0 +3 +3 12 1 +0 +0 Link, low-light vision, orisons, spirit blast
2nd 3 +1 +1 +3 +3 18 1 +1 +1
3rd 3 +1 +1 +3 +3 18 2 +1 +1
4th 4 +2 +1 +4 +4 24 2 +1 +1 Ability score increase 1
5th 5 +2 +1 +4 +4 30 2 +3 +2 Invoked Magic 1
6th 6 +3 +2 +5 +5 36 3 +3 +2 Devotion 1
7th 6 +3 +2 +5 +5 36 3 +4 +3 1 1
8th 7 +3 +2 +5 +5 42 3 +4 +3 1 1
9th 8 +4 +2 +6 +6 48 4 +4 +3 Ability score increase 2 1
10th 9 +4 +3 +6 +6 54 4 +6 +4 2 1 1
11th 9 +4 +3 +6 +6 54 5 +6 +4 2 1 1
12th 10 +5 +3 +7 +7 60 5 +8 +5 2 2 1
13th 11 +5 +3 +7 +7 66 5 +8 +5 3 2 1 1
14th 12 +6 +4 +8 +8 72 6 +8 +5 Ability score increase 3 2 1 1
15th 12 +6 +4 +8 +8 72 6 +9 +6 3 2 2 1
16th 13 +6 +4 +8 +8 78 6 +9 +6 3 3 2 1
17th 14 +7 +4 +9 +9 84 7 +10 +7 4 3 2 1
18th 15 +7 +5 +9 +9 92 7 +10 +7 4 3 2 2
19th 15 +7 +5 +9 +9 92 8 +10 +7 4 3 3 2
20th 16 +8 +5 +10 +10 98 8 +12 +8 Ability score increase 4 4 3 2

Ability Score Increase (Ex)

The spirit companion adds +1 to one of its ability scores.

Invoked Magic (Ex)

The companion gains extra flexibility with its magic from the invoker. The spirit has one spell slot per day of each spell level it can cast, not including orisons. It can use these slots to cast spells from the list of spells given by the invoker’s currently invoked spirits, even if it doesn’t know the spell. It can enhance these spells using any metamagic feat that it knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell.

Devotion (Ex)

A spirit companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Spirit Companion Statistics

All spirit companions have the same base statistics. Modifications to these statistics, such as new movement forms or bonuses, are granted by the spirit’s dominion and oath.

Starting Statistics: Type fey; Size medium; Speed 20 ft.; AC +2 natural armor; Ability Scores Str 7, Dex 13, Con 14, Int 10, Wis 14, Cha 11.

Spirit Companion Skills

The following are class skills for the spirit: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Dominions

Each spirit hails from a specific dominion of nature. The dominion of the companion is chosen when it first bonds with the invoker and cannot be changed.

The dominion of a spirit companion determines a handful of its abilities as well as its general theme. While some descriptions and examples are given for a spirit’s appearance, the spirit is not limited to these aesthetics as written. As the invoker gains levels, the spirit companion gains improved abilities as described below. The dominion also determines the damage type of the companion’s spirit blast as well as a number of bonuses to the invoker’s avatar class feature.

Table: Companion Spells Known
Spells Known Level 0 1st 2nd 3rd 4th
1st 2
2nd 3
3rd 4
4th 4 2
5th 5 3
6th 5 4
7th 6 4 2
8th 6 4 3
9th 6 5 4
10th 6 5 4 2
11th 6 5 4 3
12th 6 6 5 4
13th 6 6 5 4 2
14th 6 6 5 4 3
15th 6 6 6 5 4
16th 6 6 6 5 4
17th 6 6 6 5 4
18th 6 6 6 6 5
19th 6 6 6 6 5
20th 6 6 6 6 5

Beasts

A beast spirit is one that represents the many creatures of the wilds, from predator to prey. The dominion of Beasts is wherever animal wildlife can be found uncontained by civilization, be it the green wilderness or deep in the ocean. They are the most likely spirits to appear as animal-like in shape, and if not will almost always have some amount of bestial traits.

Spirit Blast: The blast conjures spectral imagery of fangs and claws to tear at the foe (slashing).

Spirit Abilities: At 1st level, the spirit gains a 20-foot increase to its base speed.

At 7th level, the spirit gains the scent ability.

Avatar: The invoker becomes an avatar of the hunt. He gains a 20-foot increase to his land speed. He also gains the scent ability and immunity to disease effects both magical and supernatural in origin.

At 13th level, his speed increases by an additional 10 feet and he becomes immune to bleeding effects and fear effects.

At 19th level, his speed increases again by 10 feet. He gains the lifesense ability, allowing him to detect living creatures within 60 feet.

Land

Land spirits are those that inhabit the earth itself. Any stone can be home to a Land spirit, but mountains, deserts, and fiery volcanoes house the mightiest of these long-lived entities, standing strong to support the other dominions that walk its surface. Land spirits frequently have earthen traits, such as rough, pebbled skin, eyes that shine like gemstones, and so on.

Spirit Blast: The blast hurls stone and sand at the foe to crush them (bludgeoning).

Spirit Abilities: At 1st level, the spirit gains a burrow speed of 20 feet.

At 7th level, the spirit gains tremorsense to 20 feet.

Avatar: The invoker becomes one with stone. He gains a burrow speed of 30 feet and tremorsense out to 30 feet. He also gains acid resistance 10.

At 13th level, his burrow speed and tremorsense range both increase to 60 feet, and his acid resistance increases to 20.

At 19th level, he gains the earth glide universal monster ability and becomes immune to acid damage.

Sea

The dominion of the Sea encompasses all bodies of water. Oceans are the most prominent and where the strongest spirits reside, but rivers, lakes, and even swamps can contain spirits of the Sea. These aquatic spirits tend to take on traits of oceanic life, such as webbed feet and slick scales, or may even appear as water itself, forming as a translucent humanoid whose skin flows and ripples like a calm stream.

Spirit Blast: The blast creates a jet of icy water from the depths of the ocean (cold).

Spirit Abilities: At 1st level, the spirit gains a swim speed of 30 feet, which also grants it a +8 racial bonus to Swim checks. The spirit can breathe underwater.

At 7th level, the spirit gains darkvision with a range of 60 feet. While underwater it can feel subtle currents around it, gaining blindsight to 30 feet against other creatures in the water.

Avatar: The invoker is enlightened by the depths. He gains a swim speed of 60 feet and can breathe underwater. He also gains darkvision to 120 feet and cold resistance 10.

At 13th level, he can feel the subtle currents of water around him, gaining blindsight 60 feet against creatures that are in the same body of water as him. His cold resistance increases to 20.

At 19th level, he is no longer affected by the pressure or chilling depths of even the deepest oceans, and his swim speed increases to 90 feet. He becomes immune to cold damage.

Sky

The sky is a vast dominion, encompassing both the gentle breeze and the ferocious storm. Its spirits are often capricious, soaring over the land before diving down to join the winds rustling the leaves. These spirits typically embody the most prominent elements of the sky, such as hair that billows like clouds and a voice that sounds like thunder.

Spirit Blast: The blast unleashes a concentrated jolt of lightning upon the foe (electricity).

Spirit Abilities: At 1st level, the spirit gains a fly speed of 20 feet with good maneuverability.

At 7th level, the spirit gains blindsense to 20 feet.

Avatar: The invoker becomes a master of the storm. He gains a fly speed of 40 feet with good maneuverability. He also gains blindsense to 30 feet and electricity resistance 10.

At 13th level, his fly speed increases to 60 feet with good maneuverability, his blindsense increases to 60 feet, and his electricity resistance increases to 20.

At 19th level, his fly speed increases to 80 feet with perfect maneuverability and he becomes immune to electricity damage.

Wilds

The Wilds are often mistaken for all of creation, but it is in fact verdant life that thrives in this dominion. Tranquil groves, dense jungles, and ancient forests hide the eldest of these plant-like spirits, but even a grassy field can find itself home to a Wilds spirit. Spirits of the Wilds take on the traits of their surroundings, having skin like bark, tangled vines for hands, and blossoming flowers for hair.

Spirit Blast: The blast sends sharp nettles and thorns to sting the enemy (piercing).

Spirit Abilities: At 1st level, the spirit gains woodland stride, as the druid class feature of the same name.

At 7th level, the spirit gains greensight to 60 feet.

Avatar: The invoker embodies the tranquility of the forest. The invoker gains woodland stride, as the druid class feature of the same name, as well as the Mystic Stride feat without meeting its prerequisites. Additionally, he gains greensight out to 60 feet and immunity to poison effects.

At 13th level, magical roots emerge from his feet to bind him to surfaces, allowing him to walk on steep inclines, walls, or even ceilings at his full speed without penalty. He becomes immune to sleep effects both magical and mundane in origin.

At 19th level, his greensight now allows him to see through any sort of wood and plant matter as if it were transparent glass. He also becomes immune to paralysis and stunning effects.

Oaths

Where the dominion shows a spirit’s origin, the oath shows its relationship with that dominion. Much like the dominion, the oath is chosen when a spirit companion first bonds with the invoker and cannot be changed.

Oaths grant a few abilities to a spirit companion; however, where the dominion focuses on the spirit’s theme, the oath focuses on how the spirit engages its enemies. Similarly, the oath improves the combat capabilities of the invoker’s avatar class feature.

Acolyte

An Acolyte spirit is one that channels the energies of their dominion, putting emphasis on their spellcasting above all else. They use their mystical powers to ward off the unwary and hinder those that would encroach on their dominion. Spirit Abilities: At 4th level, the spirit gains an additional 0th-level and 1st-level spell known.

At 10th level, it gains an additional 2nd-level spell known. In addition, the spirit gains two spell slots per spell level of 1st or higher it can cast for using its invoked magic ability, instead of one slot per level.

At 16th level, it gains an additional 3rd-level and 4thlevel spell known.

Avatar: The invoker can channel powerful magics from his spirit’s dominion. When the spirit companion casts spells through invoker, it gains a +2 bonus on concentration checks and on caster level checks to overcome spell resistance, as well as a +1 bonus to the spell’s save DC (if it has one). The bonuses to caster level checks and concentration checks increase to +3 at 13th level and to +4 at 19th level, while the increase to spell DCs increases to +2 at 19th level. In addition to these magical bonuses, the invoker has improved combat capability, gaining a +1 bonus to AC, attack rolls, weapon damage rolls, and saving throws. These bonuses increase to +2 at 19th level.

Guardian

The Guardian is a protector, standing as the final line against intrusion. These defensively-minded spirits aim to protect those that cannot protect themselves and are steadfast in their dedication to their dominion.

Spirit Abilities: At 4th level, the spirit gains +1 hit point per hit dice it possesses and gains an additional +1 hit point whenever it gains a hit dice. It also gains a +2 bonus to its natural armor. The armor bonus increases by +1 at 10th and 16th levels.

Avatar: The invoker becomes a stalwart protector of nature. He gains a +2 bonus to AC, saving throws, and to his CMD. These bonuses increase to +3 at 13th level and to +4 at 19th level.

Additionally, the invoker gains a +1 bonus to attack rolls and weapon damage rolls. These bonuses increase to +2 at 19th level.

Harbinger

Harbingers embody the wrath of their dominions, bringing it down upon trespassers. These powerful spirits rain destruction upon outsiders to teach the harsh lesson that nature is to be left alone. Spirit Abilities: At 4th level, the spirit deals +1 damage per die rolled with its spirit blast. It also gains a +2 bonus to all attack rolls (including attacks made as part of casting a spell). The bonus to attack rolls increases by +1 at 10th and 16th levels.

Avatar: The invoker becomes an avatar of nature’s fury. He gains a +2 bonus on attack rolls and weapon damage rolls. These bonuses increase to +3 at 13th level and to +4 at 19th level. Additionally, the invoker gains a +1 bonus to AC and saving throws. These bonuses increase to +2 upon reaching 19th level.

Spirits

The following fifteen spirits are those most commonly contacted by invokers, though others may exist. While an invoker can bond with any spirit, he may only invoke a spirit whose listed type matches the dominion or oath of his spirit companion (or both).

Spirits are not listed alphabetically; instead, they are grouped first by dominion then by oath.

The DC to save against spirit powers or invocations is equal to 10 + 1/2 the invoker’s level + his Charisma modifier, unless otherwise noted.

Predator Silently Hunts its Prey

The Predator is a spirit of the hunt, preferring to stay hidden from foes while instilling in them the primal fear of what lurks in the shadows.

Type: Acolyte of Beasts

Spirit Power: An invoker that’s bonded with this spirit can use the following spirit power.

Hunt (Su)

You can spend 1 spirit energy as a swift action to turn yourself or your spirit companion invisible, as an invisibility spell. If you spend 2 points, this affects both of you simultaneously. The invisibility lasts until the end of your next turn.

Spells:

1stpass without trace, sense fear; 2ndinvisibility, silence; 3rdfear, nondetection; 4thfind quarry, invisibility (greater).

Invocations: An invoker that invokes this spirit gains the following bonuses.

Fearsome Hunter (Ex, Lesser)

You add half your invoker level to Intimidate checks. If you beat the DC to demoralize a target by 10 or more, the target must make a Will save or be frightened for 1 round in addition to the normal effects of your intimidation.

Fight or Flight (Ex, Intermediate)

Whenever you deal weapon damage to a creature denied its Dexterity bonus to AC, you can make an Intimidate check to demoralize it as a free action.

Call of the Hunt (Ex, Greater)

As a standard action, you can emit a fearsome howl, screech, or similar sound. When you do, you can make an Intimidate check to demoralize any number of creatures within 30 feet that heard your cry. Additionally, your hunt spirit power now lasts for 1 minute. While you or your companion are invisible (for any reason), you cannot be detected by scent, blindsense, or blindsight and make no sound unless you desire to do so.

Apex Predator (Ex, Grand)

If you or your spirit companion attempt to apply a fear effect to a creature that would otherwise be unaffected (due to having immunity to fear, being mindless, being immune to mind-affecting effects, and so on), the target is still shaken for a number of rounds equal to your Charisma modifier or the duration of the original effect, whichever is shorter, regardless of immunities. They are still entitled to a saving throw if the original effect allowed one, preventing this ability if they succeed.

Alpha Protects the Weary Pack

When faced with peril, the pack turns to the Alpha for guidance. The Alpha fights to protect, standing strong through deadly onslaughts so the pack may yet live.

Type: Guardian of Beasts

Spirit Power: An invoker that’s bonded with this spirit can use the following spirit power.

Alpha’s Challenge (Su)

When you hit a foe with a weapon attack, you can spend 1 spirit energy as a free action to challenge that foe. The challenged foe takes a -2 penalty to attack rolls against anyone except for you. This penalty increases by -2 at 5th, 11th, and 17th levels. The challenge lasts for a number of rounds equal to your Charisma modifier (minimum 1). You can only use this once per round and can have no more than one creature challenged at a time; issuing a new challenge ends any previous challenges.

Spells:

1stcompel hostility, remove fear; 2nd—alpha instinct, heroism; 3rddominate animal, persistent vigor; 4thaspect of the wolf , mage’s faithful hound.

Invocations: An invoker that invokes this spirit gains the following bonuses.

Fight On (Ex, Lesser)

You gain Diehard as a bonus feat, even if you don’t meet the prerequisites. You do not die until your negative hit points exceeds double your Constitution score.

Cornered Beast (Ex, Intermediate)

When you have less than half of your hit points remaining, you gain a +1 morale bonus to attack rolls and AC. This bonus increases by +1 when you gain this spirit’s greater invocation and grand invocation. If your current hit points are 0 or less, double the bonus you gain from this invocation.

Unshakable Challenge (Ex, Greater)

You can now use alpha’s challenge any number of times each round and can have more than one creature challenged; the penalty does not stack. When an enemy attacks an ally you can see, you can spend 1 spirit energy as an immediate action to move up to your speed towards that ally. If you end your movement adjacent to the ally, you become the target of the attack, instead, and the attacker is immediately affected by your alpha’s challenge power.

Tenacity (Ex, Grand)

When you have less than half of your hit points remaining, you gain fast healing 5. If your current hit points are 0 or less, you take half damage from all sources, cannot be staggered, and are immune to all harmful mind-affecting effects.

Savage Beasts Bare their Fangs

The Savage is a spirit of untamed primal fury. Aggressive and wild, it tears at anything that threatens it, leaving a bloody trail as evidence of its frenzy.

Type: Harbinger of Beasts

Spirit Power: An invoker that’s bonded with this spirit can use the following spirit power.

Rampage (Su)

When you take a full-attack action, you can spend points from your spirit energy pool as a swift action to make an additional attack at your highest base attack bonus. If you are only attacking with natural weapons and/or unarmed strikes, this costs 1 point; otherwise, it costs 2 points.

Spells:

1stbristle, keen senses; 2nd—pouncing fury, primordial fang; 3rdbloody claws, stench of prey; 4thatavism, moonstruck.

Invocations: An invoker that invokes this spirit gains the following bonuses.

Sharpened Claws (Ex, Lesser)

You gain two claw attacks, which are both primary natural attacks. They deal 1d6 points of damage (1d4 if you are small).

Rip and Tear (Ex, Intermediate)

You gain a bite attack, which is a primary natural attack that deals 1d8 points of damage (1d6 if you are small). Additionally, when you successfully hit with a weapon attack, the target begins bleeding for 1d8 damage per round. The damage increases to 2d6 damage when you gain this spirit’s greater invocation and to 2d8 when you gain its grand invocation. The bleed effect does not stack.

Bloody Rage (Ex, Greater)

If you would deal bleed damage to a creature that is already bleeding, you instead immediately inflict damage to the target equal to half the bleed damage you would have inflicted. This damage ignores damage reduction. Whenever you use your rampage spirit power, you can move up to half your speed as a free action before making the attack.

Aggravated Wounds (Ex, Grand)

Bleeding you inflict now affects creatures that would normally be immune to bleed effects.

Blinding Sands Scour the Desert

The Blinding Sands are a collective of spirits that inhabit arid deserts. They blow stinging sand across the dunes, condemning the unprepared to wander lost forever.

Type: Acolyte of the Land

Spirit Power: An invoker that’s bonded with this spirit can use the following spirit power.

Sand Squall (Sp)

You conjure a vortex of sand by spending 1 point from your spirit energy pool. The squall can be created on any point on the ground within 60 feet of you, and is a 5-foot-radius cylinder that is twice as high as its radius. Creatures inside the squall when it is created must make a Fortitude save or be blinded for 1 round. For 1 round thereafter the squall lingers, imposing a -4 penalty on Perception checks to those within. The sand squall’s duration is increased by 1 round and its radius by 5 feet upon reaching 5th, 11th, and 17th levels, though the blinding effect only occurs once when the squall is created. You can only have one sand squall at a time; using this power again ends any previous squalls you’ve created. You are immune to the effects of your sand squall (as well as any improvements to this power gained from invoking this spirit).

Spells:

1stray of enfeeblement, silent image; 2ndglitterdust, soften earth and stone; 3rdshifting sand, mirage; 4thpersistent image, scouring winds.

Invocations: An invoker that invokes this spirit gains the following bonuses.

Shifting Dunes (Ex, Lesser)

You and your companion are unaffected by difficult terrain. The area within your sand squall is considered difficult terrain while it lasts.

Swirling Sands (Ex, Intermediate)

Creatures within the squall treat any enemies they attack as though they had concealment (20% miss chance); blinded creatures still have the normal penalties. In addition, you can now move the sand squall as a move action up to 30 feet in any direction. If you are inside the squall when you do so you can move with it as part of this action, though if you do both the squall’s movement and your own cannot exceed your speed for the round.

Sandstorm (Ex, Greater)

The Perception penalties from the sand squall double to -8. Creatures that fail their Fortitude save against the squall are blinded for 1d3 rounds, instead of only 1. Creatures in the squall are always treated as flat-footed unless they can see through the sand, have tremorsense, or are unaffected by sandstorms or similar inclement weather.

Desert Wanderer (Ex, Grand)

At the start of a creature’s turn while they are inside the sand squall, that creature must make a Fortitude save (this also applies to creatures normally immune to Fortitude saves, such as constructs and undead). Failure means the creature is pulled 10 feet towards the squall’s center and cannot move further away from the center this turn. The maximum distance for moving your squall is now 60 feet, though if you move with it you still cannot exceed your normal speed for the round.

Mountains Stand Through The Ages

Counted among the oldest of spirits, the Mountains are stalwart guardians. They hold steadfast against any threat, unmoved by even the fiercest of assaults.

Type: Guardian of the Land

Spirit Power: An invoker that’s bonded with this spirit can use the following spirit power.

Earthen Shield (Su)

When you or an ally within 30 feet of you are subjected to an attack or an effect that allows a Reflex save, you can spend 1 point of spirit energy as an immediate action to grant cover against that effect (+4 to AC, +2 to Reflex saves). After blocking a single attack or effect, the shield crumbles to dust.

Spells:

1st—earthen shard, stunning barrier; 2ndkinetic reverberation, stone call; 3rdhand of stone, meld into stone; 4thstoneskin, wall of stone.

Invocations: An invoker that invokes this spirit gains the following bonuses.

Grounded Defense (Ex, Lesser)

You gain a +1 bonus to your AC and your CMD. The AC bonus increases to +2 when you gain this spirit’s greater invocation, whereas the CMD bonus increases by +1 when you gain this spirit’s intermediate, greater, and grand invocations. If you start and end your turn in the same space, these bonuses double until the start of your next turn.

Stand Strong (Ex, Intermediate)

If you start and end your turn in the same space, you cannot be forcibly moved from that space until the start of your next turn except by mind-affecting or teleportation effects. When you gain this spirit’s grand invocation, this benefit also prevents mind-affecting and teleportation effects from moving you from your space.

Unyielding Stone (Ex, Greater)

You gain Pin Down as a bonus feat without meeting its prerequisites. You can now take a 5-foot step each round without losing bonuses granted to you for starting and ending your turn in the same space. Additionally, your earthen shield spirit power now blocks any number of attacks and effects, only crumbling away at the end of the current turn.

Eternal Protector (Ex, Grand)

You have a 50% chance to ignore critical hits and sneak attacks. If you start and end your turn in the same space, you are instead immune to critical hits and sneak attacks until the start of your next turn.

Earth Trembles with Fire and Rage

The Earth is slow to anger, but when provoked its ire can be felt by all, crushing trespassers with powerful quakes and destructive eruptions of flame and stone.

Type: Harbinger of the Land

Spirit Power: An invoker that’s bonded with this spirit can use the following spirit power.

Tremor (Su)

As a standard action, you can spend 1 point of spirit energy to strike the ground and create a short-range quake. Creatures within 5 feet of you that are on the ground must make a Reflex save or fall prone. The radius of the tremor increases by 5 feet at 5th, 11th, and 17th levels to a maximum of 20 feet. You may optionally make the tremor a smaller radius than this, but it must be a multiple of 5 feet.

Spells:

1stexpeditious excavation, thunderstomp; 2ndcreate pit, tar ball; 3rd—earth tremor, spike stones; 4thobsidian flow, volcanic storm.

Invocations: An invoker that invokes this spirit gains the following bonuses.

Aftershock (Ex, Lesser)

You deal an additional 1d6 damage with weapon attacks against foes that are flat-footed or prone. This damage is the same type dealt by the weapon and is not multiplied on a critical hit. The damage increases by 1d6 when you gain this spirit’s intermediate, greater, and grand invocations. Additionally, whenever an enemy falls prone within your reach, they provoke an attack of opportunity from you.

Crush (Ex, Intermediate)

As a standard action, you can make a single attack with a melee weapon against an opponent in your reach. If it hits and deals damage to a target, it must make a Reflex save or fall prone. If the target was flat-footed or prone when you hit it, double the damage bonus you gain from aftershock. The attack granted by this invocation can be used in conjunction with Vital Strike, Improved Vital Strike, and Greater Vital Strike, should you have them.

Volcanic Fury (Ex, Greater)

You can no longer be forced prone, and your tremor spirit power is now a move action for you (though it can only be used once per round). When you use your tremor spirit power or your crush invocation ability, you can choose to make them volcanic. Rather than knocking enemies prone on a failed Reflex save, they instead coat the target with searing magma, causing them to take 3d6 fire damage each round, increasing to 4d6 when you gain this spirit’s grand invocation. If you hit a flat-footed or prone target with a volcanic crush, do not double the damage from aftershock. A creature that you coat with magma is rendered flat-footed from the cooling stone, even if it takes no fire damage from the effect. The magma coats the target for a number of rounds equal to your Charisma modifier (minimum 1), after which it crumbles and falls off. An affected creature or an adjacent creature can use a full-round action to scrape the magma off or submerge themselves in water for 1 round to cool it enough to crumble. This effect does not stack.

Quaking Strikes (Ex, Grand)

Your weapon attacks ignore the damage reduction and hardness of creatures that are flat-footed or prone.

Depths Beckon with Silent Murmurs

The Depths embody the mysteries of the vast oceans. They call sweetly to those ashore, but those that listen may find that some mysteries are best left unanswered.

Type: Acolyte of the Sea

Spirit Power: An invoker that’s bonded with this spirit can use the following spirit power.

Call of the Deep (Sp)

You can spend 1 spirit energy to pull at the mind of a creature within 30 feet. The target must make a Will save or be confused for a number of rounds equal to your Charisma modifier (minimum 1). Once a creature has been affected by this power (whether they make their save or not), they cannot be affected again for 24 hours. This is a mind-affecting, sonic, compulsion effect.

Spells:

1st—auditory hallucination, touch of the sea; 2nd—babble, suggestion; 3rdconfusion, water breathing; 4th—embrace the deep, maelstrom.

Invocations: An invoker that invokes this spirit gains the following bonuses.

Murmuring Aura (Su, Lesser)

You radiate a subtle aura of madness that can only be perceived by the insane. This aura has a radius of 30 feet and only functions while you are conscious, not asleep or dead. Whenever a confused or similarly insane creature within this aura rolls the “babble incoherently” result for its action that turn, you can instead force them to move up to their speed in a direction you specify. This movement provokes attacks of opportunity as normal and can move them outside of the aura. The creature will attempt to take the safest route possible while moving in that direction, avoiding any obvious hazards such as a pit or a wall of fire.

Whispers of the Deep (Su, Intermediate)

Add +10 to the result of any percentile rolls made within your aura for determining the actions of a confused or similarly insane creature. Whenever a confused creature in your aura rolls the “attack nearest creature” result for its action, you can choose the target of the attack if more than one creature is equally close to it (except itself).

Maddening Depths (Su, Greater)

The range of your call of the deep power and the radius of your murmuring aura both increase to 60 feet. Confused and similarly insane creatures within your aura take a -4 penalty to their Will saves and are considered deafened to everything except you (should you desire to be heard). Whenever a confused creature in your aura rolls the “attack nearest creature” or “deal damage to self ” result for its action, they deal an additional 1d6 points of cold damage. This bonus damage is not multiplied on a critical hit.

Siren’s Song (Su, Grand)

As a full-round action you can sing to stupefy those within your aura with the allure of the depths. Each creature of your choice within your murmuring aura that can hear you must make a Will save or be fascinated for as long as you continue to sing. You can continue singing as a full-round action each turn for up to 1 minute. When the fascination ends, an affected creature must make another Will save or be confused for 1d4 rounds. A creature that makes its save against this ability is immune to its effect for 24 hours. Starting to sing requires you to spend 2 points of spirit energy. This is a mind-affecting, sonic, compulsion effect.

Northern Waters Freeze Solid

In arctic seas, mighty glaciers form a barrier to wouldbe explorers. The Northern Waters keep watch, protecting the oceans with a frigid embrace that chills to the bone.

Type: Guardian of the Sea

Spirit Power: An invoker that’s bonded with this spirit can use the following spirit power.

Glacial Ward (Su)

By spending 1 spirit energy as a move action, you can cover yourself in ice, gaining DR 1/– for a number of rounds equal to your invoker level + your Charisma modifier (minimum 1). The damage reduction increases by 1 at 5th level and every four invoker levels thereafter. The ice can prevent a total amount of damage equal to five times your invoker level before breaking apart, ending the effect.

Spells:

1stfrostbite, snowball; 2nd—icy trail, winter grasp; 3rd—cold snap, sleet storm; 4th—creeping ice, wall of ice.

Invocations: An invoker that invokes this spirit gains the following bonuses.

Arctic Chill (Su, Lesser)

You and your spirit companion are unaffected by cold temperatures, as an endure elements spell. Double the damage reduction and total damage prevention of your glacial ward.

Frozen North (Su, Intermediate)

While your glacial ward is active, you radiate freezing winds within 5 feet of you. Creatures that start their turn in or enter into this area take 1d6 non-lethal cold damage. Additionally, creatures that take cold damage from any of your spirit powers or invocations must make a Fortitude save or become fatigued. This cannot cause a creature that is already fatigued to become exhausted and can occur no more than once per round on a given creature.

Hypothermia (Su, Greater)

Whenever your glacial ward reduces damage from a melee attack, the attacker takes non-lethal cold damage equal to the damage the ward prevented. Additionally, your frozen north invocation ability can now cause fatigued creatures to become exhausted should they fail their saving throw and were already fatigued.

Deep Freeze (Ex, Grand)

The radius of the winds from your frozen north invocation increases to 10 feet, and the damage increases to 2d6. Cold damage dealt by your spirit powers and invocations ignores cold resistance and immunity of creatures.

Waves Crash and Break the Shore

It’s said that the tides are a gentle reminder of the ocean’s strength. Men would do well to heed their warning, lest the Waves crash upon them and reduce their ships and homes to splinters.

Type: Harbinger of the Sea

Spirit Power: An invoker that’s bonded with this spirit can use the following spirit power.

Crashing Wave (Su)

When you hit an opponent with a weapon attack, you can spend 1 spirit energy as a swift action to make a bull rush attempt against the creature you hit. You do not provoke attacks of opportunity for this bull rush attempt. You can use this even on a hit with a ranged weapon, but only if the target is within the first range increment of the weapon you use.

Spells:

1sthydraulic push, wave shield; 2ndslipstream, water walk; 3rdaqueous orb, hydraulic torrent; 4thcontrol water, tidal surge.

Invocations: An invoker that invokes this spirit gains the following bonuses.

Rushing Waters (Ex, Lesser)

You take no penalties to attack rolls or damage with weapons while underwater. Additionally, you gain a +2 bonus to your CMB. This bonus increases by +2 when you gain this spirit’s intermediate, greater, and grand invocations.

Surging Tides (Ex, Intermediate)

Whenever you succeed on a combat maneuver check, you can choose to deal 2d6 damage to that target. The damage increases by 1d6 when you gain this spirit’s greater and grand invocation power and can only be inflicted on a given creature once per round. Additionally, you can perform maneuvers that have a size limitation (such as bull rush or reposition) on creatures up to two size categories larger than you. This increases to three size categories larger upon gaining this spirit’s greater invocation, and four size categories larger upon obtaining this spirit’s grand invocation.

Ebb and Flow (Ex, Greater)

When you bull rush a creature, you can move them in any direction instead of only directly away from you. Bull rushing creatures into each other only imposes a -2 penalty for each subsequent creature, rather than -4. Finally, whenever you bull rush a creature, you can move along with them as a free action rather than a move action. Your total movement in a round from this ability cannot exceed your speed.

Churning Waters (Su, Grand)

You can spend 2 spirit energy points as a standard action to create a swirling vortex. The vortex has a radius of 20 feet around your space. Non-magical fires are extinguished and loose objects are strewn about randomly. You make a bull rush attempt against each creature in the area. A successful bull rush using this ability deals double the damage granted by your surging tides invocation, should you choose to inflict it.

Lightning Strikes, Thunder Roars

Mysterious and powerful, Lightning spirits accompany other sky spirits in their travels. Their seemingly-random strikes are in truth methodical, using staggering bolts and cacophony to inspire awe in those that witness it.

Type: Acolyte of the Sky

Spirit Power: An invoker that’s bonded with this spirit can use the following spirit power.

Sky Strike (Su)

You can cause your weapons to call down lightning from above. By spending 1 spirit energy point, you can make a single weapon attack as a standard action. If the attack hits, it deals its normal damage and causes a bolt of lightning to strike the target from above, dealing 1d8 electricity damage and staggering the target for 1d4 rounds. A Reflex save halves the electricity damage and negates the staggering effect. The electricity damage increases by 1d8 upon reaching 5th, 11th, and 17th levels.

Spells:

1stshock shield, shocking grasp; 2nd—aggressive thundercloud, blindness/deafness; 3rddiscordant blast, lightning bolt; 4thcall lightning storm, litany of thunder.

Invocations: An invoker that invokes this spirit gains the following bonuses.

Lightning Rod (Su, Lesser)

Creatures you hit with your sky strike spirit power take a -1 penalty to their AC and their Reflex saves. The penalty is applied after the creature attempts its save against the sky strike, not before. This penalty increases by -1 upon gaining this spirit’s intermediate, greater, and grand invocation bonuses. The penalty lasts for 1 round or as long as the creature is staggered by the sky strike, whichever is longer.

Strikes Twice (Su, Intermediate)

If you use sky strike on a creature that is already staggered, it is instead dazed for 1 round if it fails its Reflex save. Additionally, your lightning rod invocation ability now also lowers the target’s electricity resistance by 10 for its duration. This penalty increases to 20 upon gaining this spirit’s grand invocation. Electricity immunity is unaffected.

Thunderclap (Sp, Greater)

Whenever you deal electricity damage to a creature within 120 feet, you can use an immediate action to turn into a flash of lightning, teleporting to an open location within 30 feet of them that you can see. If you spend 2 spirit energy points when doing so, your teleportation is accompanied by a mighty thunderclap. Creatures within 10 feet of your destination must make a Reflex save or be staggered for 1 round; creatures that are already staggered are instead dazed for 1 round on a failed saving throw.

Perfect Storm (Sp, Grand)

You can spend 2 spirit energy points as a standard action to call down a fearsome storm. The storm is created above a point you specify within 120 feet of you, affecting a cylinder with a 20-foot radius, 60 feet high. You can target any number of creatures within this area, affecting each as if it was hit by your sky strike. You do not deal your weapon’s damage to creatures struck this way, but instead deal double the electricity damage that sky strike normally causes.

Clouds Blanket Sky and Ground

The Clouds are home for the multitude of other spirits of the sky. It surrounds them with cooling shade and calming mists, obscuring them from threats that would do them harm.

Type: Guardian of the Sky

Spirit Power: An invoker that’s bonded with this spirit can use the following spirit power.

Cloud Armor (Su)

By spending 1 spirit point as a move action, you can surround a creature you can see within 60 feet with clouds for a number of rounds equal to your invoker level + your Charisma modifier (minimum 1). The creature gains concealment, causing all attacks against it to suffer a 20% miss chance. Its own attacks are unaffected. At any time, the creature can make the cloud armor spread as a move action. This creates a 10-foot radius spread of mist around the creature’s space, acting as obscuring mist for the remainder of the duration but ending the effect of cloud armor upon the creature.

Spells:

1st—gentle breeze, obscuring mist; 2nd—cloudburst, fog cloud; 3rdgaseous form, life bubble; 4th—downpour, solid fog.

Invocations: An invoker that invokes this spirit gains the following bonuses.

Fog Sight (Ex, Lesser)

You and your spirit companion can see through clouds, fog, mists, smoke and similar effects without penalty, be they natural or magical.

Storm Clouds (Su, Intermediate)

You can now use your cloud armor spirit power as a swift action. Whenever a foe within 60 feet of you misses an ally due to concealment granted by your spirit powers, invocations, or your spirit companion’s spells, they are struck by a jolt of lightning, taking 1d8 electricity damage. This cannot harm a particular creature more than once per round. The damage increases by 1d8 upon gaining this spirit’s greater and grand invocations.

Misty Step (Su, Greater)

The miss chance granted by your cloud armor (and the mist created by spreading it) increase to 30%; this still counts as normal concealment. Whenever you move or teleport more than 10 feet in a round, you gain the effects of your cloud armor spirit power until the end of your next turn. Finally, as a move action you can teleport both yourself and a willing creature within 60 feet of you to swap locations, but only if both of you are currently affected by cloud armor (or within the area of mist created by spreading cloud armor).

Hurricane (Sp, Grand)

As a standard action, you can spend 2 spirit energy points to create a dense storm cloud. This acts as a fog cloud spell centered on your space, affecting a 30-foot-radius spread, and lasting for a number of rounds equal to half your invoker level + your Charisma modifier. It does not move with you. Allies within the hurricane’s effect are treated as under the effect of your cloud armor spirit power and benefit from your fog sight invocation for the purpose of seeing through the hurricane (but not any other effects). Effects that would disperse a fog cloud spell can also disperse the hurricane.

Tempests Herald a Coming Storm

A mighty wind is a forewarning for the coming of the Tempest. A powerful force of nature, its arrival and departure are equally swift, its howling winds scarring the land and destroying homesteads in its wake.

Type: Harbinger of the Sky

Spirit Power: An invoker that’s bonded with this spirit can use the following spirit power.

Thrashing Gale (Su)

You can channel the power of storms through your weapons to create a burst of destructive wind. You can spend 1 spirit energy point to make a single weapon attack as a standard action. If the attack hits, compare the attack roll to the AC of all creatures within 5 feet of the hit target (except you): on a hit, you deal damage to each as if you hit it with a single attack from the same weapon you used. If the attack was a critical hit, only the original target is critically struck, not any of the surrounding creatures (a roll of natural 20 likewise is only an automatic hit on the original target).Thrashing gale is treated as an area attack for the purpose of affecting creatures vulnerable to area attacks, such as a swarm (allowing both the initial attack and the burst of air to damage swarms normally immune to weapon damage due to their size). Spells:

1stexpeditious retreat, feather fall; 2ndgust of wind, wind wall; 3rdfickle winds, fly; 4thcontrol winds, weather shield (mass).

Invocations: An invoker that invokes this spirit gains the following bonuses.

Swift as the Wind (Ex, Lesser)

For each invocation bonus you have from this spirit, you treat wind effects as one step less severe and gain a +10 bonus to all movement speeds you have (though this does not grant you a speed you don’t already have).

Windstorm (Ex, Intermediate)

Once per round if you move or teleport at least 10 feet before attacking, your attack carries extra force, dealing an additional 2d6 damage. This damage is the same types as your weapon and is not multiplied on a critical hit. The damage increases by 1d6 upon gaining this spirit’s greater and grand invocations. If this effect is used in conjunction with your thrashing gale spirit power, the bonus damage applies to all targets hit.

Soaring Tempest (Su, Greater)

The radius of your thrashing gale spirit power increases to 10 feet, and you can use the attack from thrashing gale in place of the attack made as part of a charge or as part of the Spring Attack or Shot on the Run feats. You can do so no more than once per round. Whenever you move more than 10 feet in a round you can leave a wake of wind behind you, functioning as a wind wall spell along the path you traveled and lasting until the start of your next turn. Your own attacks and movement are not hindered by this wind wall effect in any way.

Fleeting Winds (Ex, Grand)

You no longer provoke attacks of opportunity due to movement, and your movement speed cannot be reduced.

Vile Spores Poison the Unwary

The Spores inhabit every toxic fungus and sickeninglysweet blossom within the wilds. Their colorful allure intoxicates careless intruders, slowly draining them of life so that others may thrive.

Type: Acolyte of the Wilds

Spirit Power: An invoker that’s bonded with this spirit can use the following spirit power.

Caustic Spores (Sp)

You can spend 1 spirit energy point as a standard action to conjure a mass of acidic plant and fungal spores, launching it at a foe to consume them. You must make a ranged touch attack to hit the foe within 120 feet. On a hit, it takes 1d6 acid damage. At 2nd level and every six levels thereafter, the spores cling to the target for an additional round, dealing the same damage again each round. At 5th level and every six levels thereafter, the damage dealt each round increases by 1d6. If you use caustic spores on a creature already under its effects, the second caustic spore deals double its per-round damage but only lasts for 1 round, regardless of its normal duration. If you score a critical hit with caustic spores, only the damage on the first round is doubled. This attack is unaffected by spell resistance.

Spells:

1stcorrosive touch, ray of sickening; 2ndacid arrow, sickening entanglement; 3rdpoison, spore surge; 4th—leeching spores, toxic bloom.

Invocations: An invoker that invokes this spirit gains the following bonuses.

Blighted Spores (Ex, Lesser)

When you hit a foe with your caustic spores spirit power, it must make a Fortitude save or be sickened for the duration of the caustic spores (minimum 1 round).

Toxicity (Ex, Intermediate)

You and your companion become immune to the sickened condition. When a creature fails its saving throw against your blighted spores invocation, it is also nauseated for 1 round.

Cycle of Decay (Su, Greater)

You and your companion are now immune to the nauseated condition. Whenever a creature affected by your caustic spores is hit with a weapon attack, the spores leech some of its life force. The attack deals additional acid damage equal to your Charisma modifier (minimum 0), and the attacker gains temporary hit points equal to your twice your Charisma modifier (minimum 0); these temporary hit points do not stack. This effect also applies to the damage dealt by your caustic spores each round. This damage does not stack if the target is affected by more than one caustic spore effect.

Deadly Spores (Su, Grand)

Penalties caused by the sickened condition inflicted by you or your spirit companion are increased to -3. If an enemy affected by your caustic spores dies, you can spend 1 spirit energy as a free action to make it explode in a cloud of spores. Each creature within 5 feet of the target must make a Reflex save or be affected as if hit by your caustic spores spirit power. If the dying creature was affected by multiple caustic spores effects, the creatures caught in the burst are still only affected by a single caustic spore.

Trees Grow and Flourish Unbowed

Every dense wilds is a conclave of Trees spirits, whose multitude shields its inhabitants from the outside world. They grow and stretch across the land to give life and shelter to those under their care.

Type: Guardian of the Wilds

Spirit Power: An invoker that’s bonded with this spirit can use the following spirit power.

Oakflesh (Sp)

You can spend 1 spirit energy point as a move action (but no more than once per round) to surround a single creature within 60 feet with vital energy.. The creature gains temporary hit points equal to your level + your Charisma modifier (minimum 1). These temporary hit points last for a number of minutes equal to your Charisma modifier (minimum 1) and do not stack.

Spells:

1stgoodberry, remove sickness; 2ndbarkskin, resinous skin; 3rdarboreal hammer, verdant surge; 4thliveoak, sturdy tree fort.

Invocations: An invoker that invokes this spirit gains the following bonuses.

Living Shield (Ex, Lesser)

When you grant yourself or a creature temporary hit points, the target gains a +1 insight bonus to their AC and saving throws for 1 round. The bonus to AC increases by +1 when you gain this spirit’s intermediate, greater, and grand invocations, while the bonus to saving throws increases to +2 when you gain this spirit’s greater invocation.

Verdant Protector (Ex, Intermediate)

Whenever a creature deals enough damage with a melee attack to an ally to reduce the temporary hit points you granted them (from any effect) to zero, the attacker must make a Reflex save or be entangled for 1 round. Additionally, when you roll initiative you and all allies within 30 feet of you gain temporary hit points equal to your invoker level. These temporary hit points last for 1 minute and do not stack.

Wide Canopy (Su, Greater)

Temporary hit points you grant yourself from your spirit invocations and powers now stack to a maximum of double your invoker level. When you use your oakflesh power on another creature, you gain temporary hit points equal to half the amount you granted to them, lasting for the same duration.

Flourish (Su, Grand)

Each round at the start of your turn you gain temporary hit points equal to half your invoker level. This effect does not trigger your living shield invocation unless you had no temporary hit points beforehand. You can spend 1 spirit energy as an immediate action to transfer any amount of temporary hit points from yourself to another willing creature within 60 feet of you that you can see.

Brambles Twist and Choke the Land

Sharp thorns and tangled briars are signs that a Brambles spirit has made its home. They creep between mortar and crack foundations to reclaim the wilds and entrap any who dare otherwise.

Type: Harbinger of the Wilds

Spirit Power: An invoker that’s bonded with this spirit can use the following spirit power.

Mantle of Growth (Su)

As a standard action, you can spend 1 spirit energy to create an aura of twisting plant growth. The aura affects an area within 5 feet of you and moves with you. Creatures that enter or start their turn in the aura must make a Reflex save or become entangled for 1 round. Entangled creatures are not rooted in place and can still move. Moving next to a creature on your turn still causes them to make a saving throw as if they entered the area themselves, though a creature never has to make a save against your mantle more than once per round, regardless of circumstances. The mantle lasts for a number of rounds equal to 1 + your Charisma modifier (minimum 1). You can only have one mantle of growth in effect at a time.

Spells:

1stentangle, stinging thorn; 2ndspike growth, warp wood; 3rdplant growth, thorny entanglement; 4ththorn body, wall of thorns.

Invocations: An invoker that invokes this spirit gains the following bonuses.

Twisted Thorns (Ex, Lesser)

You gain a +1 bonus to weapon damage rolls against creatures that are entangled for each invocation you have from this spirit. Creatures entangled within your mantle of growth power (whether the entanglement was from the mantle or not) are anchored in place and cannot move.

Crushing Vines (Su, Intermediate)

You can now use your mantle of growth power as a move action, and its radius increases to 10 feet. Creatures entangled inside your mantle (whether the entanglement was from the mantle or not) are crushed by the plant life, taking 1d6 damage each round at the start of your turn. This damage increases by 1d6 when you gain this spirit’s greater and grand invocations.

Rampant Growth (Su, Greater)

You can now use your mantle of growth as a swift action. When you score a critical hit with a weapon against a creature, it is entangled for a number of rounds equal to your weapon’s critical multiplier – 1. If it was already entangled, it is instead sickened for a number of rounds equal to your weapon’s critical multiplier – 1. The duration of these effects do not stack with themselves.

Forbidden Wilds (Ex, Grand)

Double the threat range of all weapon attacks you make against creatures inside your mantle of growth. If the creature is entangled inside your mantle of growth, this benefit extends to all weapon attacks directed at them, not just your own. Spell attacks are unaffected, and this benefit does not stack with other effects that improve critical threat range, such as the Improved Critical feat.

Invoker Spells

An invoker’s spirit companion gains access to the following spells. While most of these spells are found in the Pathfinder Roleplaying Game Core Rulebook, those with superscripts are from other Pathfinder Roleplaying Game material as outlined in the introduction of this book. Those marked with an asterisk () are new spells.

Invokers themselves do not gain spells and cannot activate magic items, scrolls, and so on from the invoker spell list without the use of the Use Magic Device skill.

0-Level Invoker Spells: create water, cultivate, detect magic, detect poison, guidance, know direction, light, purify food and drink, read magic, spark, stabilize, virtue

1st-Level Invoker Spells: alter winds, animal messenger, ant haul, aspect of the falcon, bristle, call animal, calm animals, charm animal, cloak of shade, cure light wounds, detect the faithful, earthen shard, echo, entangle, detect animals or plants, detect snares and pits, diagnose disease, dominion’s shield, endure elements, expeditious excavation, faerie fire, feather fall, feather step, gentle breeze, goodberry, hidden spring, jump, keen senses, magic fang, nature’s paths, obscuring mist, pass without trace, ray of sickening, restful sleep, remove fear, remove sickness, snowball, speak with animals, stinging thorn, summon nature’s ally I, thunderstomp, touch of the sea, wave shield

2nd-Level Invoker Spells: aggressive thundercloud, alpha instinct, ant haul (communal), aspect of the bear, barkskin, bear’s endurance, blindness/deafness, bull’s strength, cat’s grace, clear terrain, climbing beanstalk, clipped wings, cure moderate wounds, delay poison, detect magic (greater), dominion’s curse, eagle’s splendor, endure elements (communal), fog cloud, forest friend, frost fall, glide, gust of wind, hold animal, hold person, ice slick, icy trail, primordial fang, reinvigorating wind, remove paralysis, resist energy, restoration (lesser), shield other, sickening entanglement, silence, slipstream, soften earth and stone, stone call, speak with plants, status, summon nature’s ally II, warp wood, water walk, weather shield, whispering wind, wilderness soldiers, wind wall, winter grasp, wood shape

3rd-Level Invoker Spells: age resistance (lesser), air breathing, aqueous orb, aspect of the stag, burst of nettles, burrow, call lightning, cloak of winds, coordinated effort, cure serious wounds, daylight, delay poison (communal), diminish plants, dispel magic, dominion’s wrath, entice fey (lesser), feather step (mass), hand of stone, magic fang (greater), mirage, nature’s exile, neutralize poison, nondetection, persistent vigor, plant growth, protection from energy, poison, quench, remove blindness/deafness, remove curse, remove disease, resist energy (communal), ride the waves, searing light, shifting sand, signs of the land, sleet storm, soothing mud, spike stones, summon nature’s ally III, tailwind, tail current, thorny entanglement, thunderstomp (greater), verdant surge, vigilant rest, water breathing

4th-Level Invoker Spells: aggressive thundercloud (greater), age resistance, air walk, animal ambassador, animal growth, aspect of the wolf , break enchantment, call lightning storm, commune with nature, creeping ice, cure critical wounds, death ward, dominion’s blessing, downpour, embrace the deep, entice fey, find quarry, forest’s sense, freedom of movement, grove of respite, hold monster, life bubble, maelstrom, moonstruck, nondetection (communal), pillar of earth, protection from energy (communal), restoration, sending, sturdy tree fort, summon nature’s ally IV, symbiosis, tidal surge, toxic bloom, tree stride, weather shield (mass)

Favored Class Options

Instead of receiving an additional skill rank or hit point whenever a character gains a level, a character with elementer, invoker, or warden as their favored class can choose a different benefit based on his or her race.

  • Aasimar: Add +5 feet to the range of the spirit companion’s link ability.
  • Dwarf: Add +1/4 natural armor bonus to the AC of the invoker’s spirit companion.
  • Elf: The invoker gains 1/8 of a new spirit.
  • Gnome: Add 1 skill point or 1 hit point to the invoker’s spirit companion.
  • Half-Elf: Add 1/4 to the invoker’s spirit energy pool.
  • Half-orc: Add 1 foot to the spirit companion’s base speed and any movement type gained from its dominion. In combat, this has an effect only for every five increases to a particular speed.
  • Halfling: Add 1/4 to the invoker’s spirit energy pool.
  • Human: Add 1 skill point or 1 hit point to the invoker’s spirit companion.
  • Ifrit: Increase the invoker’s or the spirit companion’s fire resistance by 1 (maximum 10).
  • Oread: Increase the invoker’s or the spirit companion’s acid resistance by 1 (maximum 10).
  • Sylph: Increase the invoker’s or the spirit companion’s electricity resistance by 1 (maximum 10).
  • Tiefling: Add +1/2 to the damage dealt by the spirit companion’s spirit blast ability.
  • Undine: Increase the invoker’s or the spirit companion’s cold resistance by 1 (maximum 10).
Section 15: Copyright Notice

Path of the Wilds, © 2020, Ascension Games, LLC; Author Christopher Moore

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